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00:01:14Discussion on using volume changes and pitch-shifting to generate a rich soundscape with few sound assets

00:01:14Discussion on using volume changes and pitch-shifting to generate a rich soundscape with few sound assets

00:01:14Discussion on using volume changes and pitch-shifting to generate a rich soundscape with few sound assets

00:06:59How to pitch-shift a sound

00:06:59How to pitch-shift a sound

00:06:59How to pitch-shift a sound

00:09:14Compromises for minor pitch changes

00:09:14Compromises for minor pitch changes

00:09:14Compromises for minor pitch changes

00:11:23Deciding on linear interpolation for real-time mixing

00:11:23Deciding on linear interpolation for real-time mixing

00:11:23Deciding on linear interpolation for real-time mixing

00:13:25On the importance of linear blending

00:13:25On the importance of linear blending

00:13:25On the importance of linear blending

00:17:02The simple version: choosing the nearest sample

00:17:02The simple version: choosing the nearest sample

00:17:02The simple version: choosing the nearest sample

00:18:09Implementing the simple version

00:18:09Implementing the simple version

00:18:09Implementing the simple version

00:21:47(intermission) Outputting sound even when the game window loses focus

00:21:47(intermission) Outputting sound even when the game window loses focus

00:21:47(intermission) Outputting sound even when the game window loses focus

00:27:55Back to implementing the simple version

00:27:55Back to implementing the simple version

00:27:55Back to implementing the simple version

00:34:01Debugging the simple version

00:34:01Debugging the simple version

00:34:01Debugging the simple version

00:38:18Adding linear blending of samples

00:38:18Adding linear blending of samples

00:38:18Adding linear blending of samples

00:41:40Comparing sound output with and without linear interpolation between samples

00:41:40Comparing sound output with and without linear interpolation between samples

00:41:40Comparing sound output with and without linear interpolation between samples

00:42:54Making dSample part of playing_sound

00:42:54Making dSample part of playing_sound

00:42:54Making dSample part of playing_sound

00:44:55Flushing queues before reloading game code

00:44:55Flushing queues before reloading game code

00:44:55Flushing queues before reloading game code

00:46:47Copying strings out of the game code block to avoid crashing after hot code reloading

00:46:47Copying strings out of the game code block to avoid crashing after hot code reloading

00:46:47Copying strings out of the game code block to avoid crashing after hot code reloading

00:48:37Implementing PushString

00:48:37Implementing PushString

00:48:37Implementing PushString

00:54:43Q&A

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00:54:43Q&A

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00:54:43Q&A

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00:55:28djonahstag How would you pan a sample slightly left or right in volume?

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00:55:28djonahstag How would you pan a sample slightly left or right in volume?

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00:55:28djonahstag How would you pan a sample slightly left or right in volume?

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01:03:07kelimion Would this pitch shift be animated as well, like you enter a time-dilated area and pitch-shifts in a second or two as you cross a barrier

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01:03:07kelimion Would this pitch shift be animated as well, like you enter a time-dilated area and pitch-shifts in a second or two as you cross a barrier

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01:03:07kelimion Would this pitch shift be animated as well, like you enter a time-dilated area and pitch-shifts in a second or two as you cross a barrier

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01:04:02cubercaleb If you wanted to pitch-shift the music without changing the speed couldn't you just do a quick and dirty linear interpolation between the current sample and the next sample?

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01:04:02cubercaleb If you wanted to pitch-shift the music without changing the speed couldn't you just do a quick and dirty linear interpolation between the current sample and the next sample?

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01:04:02cubercaleb If you wanted to pitch-shift the music without changing the speed couldn't you just do a quick and dirty linear interpolation between the current sample and the next sample?

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01:06:10melwute Did you ever cover what would make a good test sound file for this type of mixing work?

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01:06:10melwute Did you ever cover what would make a good test sound file for this type of mixing work?

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01:06:10melwute Did you ever cover what would make a good test sound file for this type of mixing work?

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01:06:30guit4rfreak Do you ever use memcpy from the C standard library?

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01:06:30guit4rfreak Do you ever use memcpy from the C standard library?

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01:06:30guit4rfreak Do you ever use memcpy from the C standard library?

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01:06:53foxy126 What's the yellow Rectangle?

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01:06:53foxy126 What's the yellow Rectangle?

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01:06:53foxy126 What's the yellow Rectangle?

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01:07:40symbolic_butt What kind of sound options do you plan to include in the game? Like will the player be able to pause the game and mute the music but keep the sound effects? Or is it going to be a fixed thing like controller settings?

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01:07:40symbolic_butt What kind of sound options do you plan to include in the game? Like will the player be able to pause the game and mute the music but keep the sound effects? Or is it going to be a fixed thing like controller settings?

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01:07:40symbolic_butt What kind of sound options do you plan to include in the game? Like will the player be able to pause the game and mute the music but keep the sound effects? Or is it going to be a fixed thing like controller settings?

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01:09:31stephenlast Wouldn't you want to use the alternate way of animating the volume for this feature? By setting a rate, not a length of time?

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01:09:31stephenlast Wouldn't you want to use the alternate way of animating the volume for this feature? By setting a rate, not a length of time?

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01:09:31stephenlast Wouldn't you want to use the alternate way of animating the volume for this feature? By setting a rate, not a length of time?

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01:10:17btngames With a player running, would you connect speed of the player to pitch or look to add more sounds i.e. more steps in grass?

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01:10:17btngames With a player running, would you connect speed of the player to pitch or look to add more sounds i.e. more steps in grass?

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01:10:17btngames With a player running, would you connect speed of the player to pitch or look to add more sounds i.e. more steps in grass?

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01:10:54matttherunner Once you release this source code, this will allow people to build upon/edit to make their own games. Correct?

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01:10:54matttherunner Once you release this source code, this will allow people to build upon/edit to make their own games. Correct?

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01:10:54matttherunner Once you release this source code, this will allow people to build upon/edit to make their own games. Correct?

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01:11:42hugemang You may have already covered this, but does the OS alone allocate threads to run on each core, so is it impossible to force a single thread to run on its own unique core?

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01:11:42hugemang You may have already covered this, but does the OS alone allocate threads to run on each core, so is it impossible to force a single thread to run on its own unique core?

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01:11:42hugemang You may have already covered this, but does the OS alone allocate threads to run on each core, so is it impossible to force a single thread to run on its own unique core?

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01:14:44soggypubes Is programming just remembering a whole bunch of commands and putting them into sequence?

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01:14:44soggypubes Is programming just remembering a whole bunch of commands and putting them into sequence?

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01:14:44soggypubes Is programming just remembering a whole bunch of commands and putting them into sequence?